In a recently published report, Pay-TV Services Market report for till 2030. The report further now discusses; the various strategies to be adopted or being adopted by the business players across the globe at various levels in the value chain. In view of the global economic slowdown, we further estimated that China, India, Japan and South Korea to recover fastest amongst all the countries in the Asian market. Germany, France, Italy, Spain to take the worst hit and this hit is expected to regain 25% by the end of 2021- Positive Growth in the economic demand and supply.
U S Market recovers fast; In a release on May 4th 2021, the U.S. Bureau and Economic Analysis and U.S. Census Bureau mention the recovery in the U.S. International trade in March 2021. Exports in the country reached $200 billion, up by $12.4 billion in Feb 2021. Following the continuous incremental trend, imports tallied at $274.5 billion, picked up by $16.4 billion in Feb 2021. However, as COVID19 still haunts the economies across the globe, year-over-year (y-o-y) average exports in the U.S. declined by $7.0 billion from March 2020 till March 2021 whilst imports increased by $20.7 billion during the same time. This definitely shows how the market is trying to recover back and this will have a direct impact on the Healthcare/ICT/Chemical industries, creating a huge demand for Pay-TV Services Market products.
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Moreover, increase in ICT spending around the globe for hardware, software, services, new technologies and telecom among others is also anticipated to contribute to the growth of the market in the coming years. The spending on new technologies recorded around USD 0.6 million in 2018 and is further estimated to reach close to USD 1.3 million by 2023. The total ICT spending around the globe further recorded close to USD 5 million in 2019 and is further.
Global PC Gaming Peripheral Market valued approximately USD 2183.49 million in 2018 is anticipated to grow with a healthy growth rate of more than 9.00% over the forecast period 2019-2026. PC gaming peripherals refer to the devices or accessories which are used for controlling actions during the game. PC gaming peripherals include mouse, keyboards, headsets, controllers and surfaces etc. The growth of PC gaming peripherals market is primarily driven by escalating number of gamers and rise in disposable income of individuals. Additionally, increase in internet penetration in both developed and developing regions has elevated the popularity of online gaming which is further propelling the demand for PC gaming peripherals. Besides this, increase in number of peripheral manufacturers has resulted in lowered prices of gaming peripherals which represents lucrative growth prospects for the market in developing countries such as India and China. However, decrease in use of PCs due to growing adoption of smartphones and tablets may pose significant challenge to the market growth.
In the statistics by Eurostat, the total value of the ICT sector including manufacturing and services of ICT in Europe, was estimated to be more than EUR 475 billion in the year 2017. Out of these, the ICT services sector accounted for the largest share. Moreover, the ICT services sector is predicted to be ten times larger than that of ICT manufacturing. On the other hand, the ICT services consist of computer programming, consultancy and related activities, along with telecommunication activities, out of which the former held about 49.1% share while the latter held around 30.3% share in the year 2017. These factors are estimated to impact positively towards the growth of the market in the next few years. According to the statistics by GSMA Intelligence, total cellular connections worldwide as of May 2020 was recorded to 10,18 billion.
As per the Eurostat, the total value of the ICT sector in Europe, including the ICT manufacturing and ICT services, was estimated to be more than EUR 475 billion in 2017. In this sector, the ICT services account for the major share as it is predicted to be ten times larger than the share held by ICT manufacturing. ICT services consist of computer programming, consultancy and related activities which held about 49.1% share while the telecommunications activities held around 30.3% share in the segment in 2017. These factors are estimated to impact the market growth in a positive manner in the next few years.
The regional analysis of PC Gaming Peripheral Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. In region such as Asia-Pacific, Middle-East and Africa, rise in usage of passenger vehicles set the growth in PC Gaming Peripheral Market over the forecasted period 2019-2026. Asia-Pacific is estimated to hold a prominent share of the PC Gaming Peripheral market. Developing countries, such as India and China, are significant players boosting the demand for the PC Gaming Peripheral Market. Europe, North America and the Middle East and Africa are continuously witnessing infrastructural growth which fueling the demand of PC Gaming Peripheral Market over the coming years. Asia Pacific region is contributing towards the growth of global PC Gaming Peripheral Market and anticipated to exhibit higher growth rate / CAGR over the forecast period 2019-2026.
The leading Market players mainly include-
Razer
Logitech G
Turtle Beach
Corsair
Sennheiser
Plantronics
Steelseries
Madcatz
ROCCAR
QPAD
The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:
By Product Type:
Headsets
Mouse
Keyboards
Surfaces
Controllers
By Application:
Third-Party Retail Channels
Distribution Channels
Direct Channels
By Regions:
North America
U.S.
Canada
Europe
UK
Germany
Asia Pacific
China
India
Japan
Latin America
Brazil
Mexico
Rest of the World
Furthermore, years considered for the study are as follows:
Historical year – 2016, 2017
Base year – 2018
Forecast period – 2019 to 2026
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Target Audience of the PC Gaming Peripheral Market in Market Study:
Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors
TABLE OF CONTENTS
Chapter 1. Executive Summary
1.1. Market Snapshot
1.2. Key Trends
1.3. Global & Segmental Market Estimates & Forecasts, 2016-2026 (USD Million)
1.3.1. PC Gaming Peripheral, by Product Type, 2016-2026 (USD Million)
1.3.2. PC Gaming Peripheral, by Application, 2016-2026 (USD Million)
1.3.3. PC Gaming Peripheral, by Region, 2016-2026 (USD Million)
1.4. Estimation Methodology
1.5. Research Assumption
Chapter 2. PC Gaming Peripheral Market Definition and Scope
2.1. Objective of the Study
2.2. Market Definition & Scope
2.2.1. Industry Evolution
2.2.2. Scope of the Study
2.3. Years Considered for the Study
2.4. Currency Conversion Rates
Chapter 3. PC Gaming Peripheral Market Dynamics
3.1. See Saw Analysis
3.1.1. Market Drivers
3.1.2. Market Challenges
3.1.3. Market Opportunities
Chapter 4. PC Gaming Peripheral Market Industry Analysis
4.1. Porter’s 5 Force Model
4.1.1. Bargaining Power of Buyers
4.1.2. Bargaining Power of Suppliers
4.1.3. Threat of New Entrants
4.1.4. Threat of Substitutes
4.1.5. Competitive Rivalry
4.1.6. Futuristic Approach to Porter’s 5 Force Model
4.2. PEST Analysis
4.2.1. Political Scenario
4.2.2. Economic Scenario
4.2.3. Social Scenario
4.2.4. Technological Scenario
4.3. Key Buying Criteria
4.4. Regulatory Framework
4.5. Investment Vs Adoption Scenario
4.6. Analyst Recommendation & Conclusion
Chapter 5. PC Gaming Peripheral, by Product Type
5.1. Market Snapshot
5.2. Market Performance – Potential Model
5.3. Key Market Players
5.4. PC Gaming Peripheral, Sub Segment Analysis
5.4.1. Headsets
5.4.1.1. Market estimates & forecasts, 2016-2026 (USD Million)
5.4.1.2. Regional breakdown estimates & forecasts, 2016-2026 (USD Million)
5.4.2. Mouse
5.4.2.1. Market estimates & forecasts, 2016-2026 (USD Million)
5.4.2.2. Regional breakdown estimates & forecasts, 2016-2026 (USD Million)
5.4.3. Keyboards
5.4.3.1. Market estimates & forecasts, 2016-2026 (USD Million)
5.4.3.2. Regional breakdown estimates & forecasts, 2016-2026 (USD Million)
5.4.4. Surfaces
5.4.4.1. Market estimates & forecasts, 2016-2026 (USD Million)
5.4.4.2. Regional breakdown estimates & forecasts, 2016-2026 (USD Million)
5.4.5. Controllers
5.4.5.1. Market estimates & forecasts, 2016-2026 (USD Million)
5.4.5.2. Regional breakdown estimates & forecasts, 2016-2026 (USD Million)
Chapter 6. PC Gaming Peripheral, by Application
6.1. Market Snapshot
6.2. Market Performance – Potential Model
6.3. Key Market Players
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